Oh! I like that! Every time the target gets shot, they laugh while saying, "It hurts so bad!" LOL Of course, it's a pretty easy save to make at that level. Unless, maybe, she targets only the fighters. If that's the case, Calamitous Flailing or confusion could be useful. Or maybe Mind Maze.... They get lost wandering around the library during the fight. LOL
It doesn't matter what the range is. You can tell by the description, the intent is the warpriest simply speaks the spell and it happens, but only to the warpriest. He doesn't have to touch himself even though the range is touch or personal. It would make no sense to me that a warpriest would have to touch himself while casting waterproof. As a swift action, he just speaks the spell and it happens. As for touch requiring a free hand, as Melkiador stated, it says nothing about a hand. Most would naturally think of using a hand, but you could technically kick somebody in the butt, tell them to "get back in there" and cast CLW. I'm sure, many GMs would rule on the type of touch needed for each spell. I personally would require some form of meaningful touch for a CLW depending on the deity. Irori may pinch or slap or scratch while Calistra may require a kiss or groping.
Flying-Kraken wrote:
I love it! I may have to steal this. I run a Pathfinder game that has some cheesy little bits in it. There's a lost temple in a grove where there are numerous small wells where anyone can pray for minor orisons.... Orison Wells. This seems like a god place for the garden gnome. LOL
Not sure how you'll be able to balance the lack of spellcasting at higher levels with the encounters.
Diego Rossi wrote:
Right. As I said, though, it's very limited. Mythic can do it every round, all day long.
TxSam88 wrote:
Very cool! I never put that together when I played a Magus, for some reason. I kept doing attack spells with that ability. Still... It's a lot more limited that the mythic ability. Our paladin can move anywhere he wants, for the most part, and get a full attack every round for as long as the combat lasts. Mirror Dodge, though, is a lot more powerful than any of your examples. As an immediate action, after I'm hit, I can spend a mythic point to teleport up to 30 feet away and leave behind an illusory duplicate that actually gets hit. The rogue ability still leaves the rogue there to get hit, again. The two magic items aren't really close and all three examples are a lot more limited in uses. We've reached a point where I can do it 13 times a day if I don't use mythic points for anything else and I rarely use them.
TxSam88 wrote:
I haven't seen the magus ability that lets him teleport and then do a full attack. If that's a thing, it's ridiculous. LOL A monk can get his speed up to 100, but I'm talking about a paladin with mythic smite moving 100 feet and then hitting 3-5 times and doing around 40-60 damage with each hit.Both paladins have the ability to reroll 1's and one of them can make an opponent reroll. Next tier, one of the paladins is taking the mythic ability that makes it so you don't automatically miss on a 1. I haven't seen any rogue talents that lets you ignore being hit and then teleport away.
The issue we're having with the Mythic rules and Wrath of the Righteous is, we're not concerned with the battles. It's either a race to see who kills the bad guys faster or a competition to see who can pull of the coolest maneuver. Even fighting the other mythic critters, so far, aren't a challenge at all. Like when we fought the mythic dragon a few levels ago. We were so concerned that we quickly buffed and unloaded with our most damaging abilities and killed it in one round.
We're running a group of 4. 2 paladins, 1 cleric and 1 conjurer/ fighter/ arcane archer. I'm the arcane archer and specifically not power gaming every level. I'm the weakest of the group, but I can spend a couple of mythic points and deal 90 damage automatically with mythic magic missile and my maximize metamagic rod. I'm rarely targeted, but if I am, I pull a Loki and make it so it was an illusionary image that was hit and I teleport 30' away. The paladins have a contest to see who can do the most damage. One is a crit-monster that always confirms and can reroll attack rolls or something broken like that. The other paladin has a couple of abilities that let him basically move anywhere on the battlefield he wants because he can get his movement up to over 100 BEFORE I cast Haste. Now, we jst got tier 6, and he took the ability that lets him take a full attack after moving. LOL WTF??
We've played other APs and, while they can be easy in some cases, they aren't normally a walk in the park like this is. We fought a mythic dragon, and I don't think it ever got to attack. If it did, it wasn't memorable. Of course, a lot of this is decided on dice rolls, but still. It seems waaaay too easy. Like I said, it feels like it was never play-tested. It's like they just came up with a bunch of cool god-like abilities, put them on paper and said, "Okay. Print it".
So, I've been playing Pathfinder 1e since the Beta was released. I was partial owner of a game store and dove right into it.
"3) Spells from a corporeal source and effects that deal no damage, have only a 50% chance to work at all. Does this include damaging spells as well? If so they would be considerably worse than physical magical attacks? " If a spell deals no damage (i.e. Slow or Web), have a 50% chance of working.
happykj wrote:
Ooooooohhhhhh.... You mean, I have to actually READ. LOL Yup. I missed that. My eyes just overlooked that text. Now I know it's there. Thanks!
Taja the Barbarian wrote:
Cool. I thought there was yet another function that I wasn't aware of. LOL
Taja the Barbarian wrote:
Ah. Gotcha. Is there a way I could see that or did you just see it over there and then over here?
You don't need to track leveling up. Level loss from the Fool card isn't a time reversal. You just forget. At the levels you SHOULD be if you encounter the Deck of Many Things, the difference between a level of HPs shouldn't be the difference of life and death in an encounter. Whether you lose the exact amount you gained when advancing the level, rolling for the loss or losing the minimum, it's not gonna be a drastic difference. It's simple. Just roll and lose that many HPs and lose the appropriate number of skill points, Base attack, feat, class abilities, etc...
I would agree. You lose the XP. If you lose enough to be the previous level, that's where I think you should be. Roll and subtract HPs and remove skill points. You're not reversing time, so it doesn't have to be the exact same number of HPs or the same exact skilled you gained last level. The Fool makes you forget things. You could forget everything, not just the most recent thing learned.
I'm using a life oracle in Carrion Crown. I didn't focus entirely on healing, though. I'm playing and elf and took some feats with the bow, but the channel energy, cure spells, spirit boost (giving temporary HPs when you heal past max HPs) and energy body (which came in surprisingly handy a few times with the elemental subtype), he's actually a very good healer. If I'd have actually focused on that, he'd be even better at it.
Just curious, how do the other players react to her? Do they moan and roll their eyes when she obliterates an encounter? Do they just sit back while she handles everything? Do they race to do as much damage before she ends the fight?
Copy her character sheet and have her fight herself. Or just make a character that breaks all the rules like she did. If a player wants to powergame, I'll powergame, too. If a player has been allowed to break the rules then you need to break the rules too. The REAL solution is to sit down with the player and explain that you made a mistake and in order to keep it fun and challenging (and less of a headache/ chore for you), the two of you need to sit down and unravel all the cheats to make the character "legal". I'm assuming you're friends. Friends can be forgiving when mistakes are made.
The way I've always understood it, sorcerers are natural magic users. They don't study and learn spells and spell formulae. They just wave their hands, say a few words that make sense to them and the spell happens. Wizards learn to write magic onto paper and study that paper to memorize the spell. A sorcerer never learned the proper formula for a spell, so he can't write a formula down. As for a spells scroll, a sorcerer writes down some magic-looking gibberish and imbues that mess with a spell. Casting detect magic or read magic to identify the spell is more of the caster identifying the magic in the scroll than the writing on the paper. My suggestion would be to keep his bluff skill high and write down magic-looking jargon in a book and prepare to study it. If a wizard gets ahold of the book and tries to learn the spells, casting read magic would be a dead giveaway that something's not right. Without casting read magic, maybe a knowledge arcana or spellcraft check against the character's bluff check (used when writing the "spell") would be needed to realize the hoax. A wizard definitely couldn't learn a spell out of the spellbook because it's not a real spellbook. It's a con. Again, that's just my take on how it would work based on how I've always understood it.
I think the Daywalker spell would cover it. The Protective Penumbra spell does actually cite vampires as something that would benefit from the spell. If you're running the game, it's your call whether those spells will cover it or, as you mentioned that you don't want to do, give the vamp an item.... Not a ring. Maybe a cloak. However, I think Daywalker would cover it. Protective Penumbra, definitely.
So, my group has decided that, when somebody doesn't show up, instead of NPCing his character, we're gonna make characters and do some arena fighting. Not against each other. We're starting at 1st level and after each fight, we level up. My idea is a sort of professional wrestler. I'm not sure if we're using the performance combat rules, yet, but assuming we do, here's my concept.
1st level: Barbarian Flesheater who paints himself to look like a ghoul and uses an earthbreaker. He doesn't rage until after an opponent has been killed then he makes a big production out of taking a bite then raging. STR 16 (18 with human +2)
Trait: Thunder and fang performer
Bonus human feat: Weapon Focus
2nd level, take Fighter- Gladiator
3rd level, take barbarian 4th level take fighter then, after that, exclusively barbarian. Any thought? Suggestions?
Maybe you can get your GM to allow the lightning bolt to return to your hand, but you better be wearing a rubber glove. If you guys are playing "high fantasy" game and playing a little fast and loose with the rules to just have a little fun, it would be pretty cool for the lightning bolt to come back and you throw it one more time or you carry a lightning bolt with you forever.
If you went strictly by what the rule says... The feat states "Acanist Exploit Class Feature".
That said, ask your GM if they'll allow it. I could see a case for yes or no.
She could throw salve of slipperiness amongst the group and, if anybody falls, she can start shooting at them and comment something like shooting fish in a barrel... or rats in a grease trap. LOL I only thought of the flying carpet because I had a mental image of her sitting with books stacked around her (the ones she thinks are useful) and a couple of open books floating around her and her reading from them. By the way, a Dispelling pistol would be so mean.... Dispelling the party buffs with each shot...
Well, she'll need something to let her fly.
As for combat, I'd start with her casting Vanish and having her clockwork soldiers attack while she buffs. Either the Reach metamagic feat or a rod of reach and cast blur on the soldiers. Have both solders focus on disarming the first round then have one disarm while the other goes after spellcasters. Have a haunting mists spell ready. It will hinder everyone's vision, but the constructs will be immune to the shaken and wisdom damage.
As for equipment, aside from the possible metamagic rod of reach, a couple of arrow magnets will be useful against ranged attacks.... Of course, she can't shoot anybody that's got the cube in the way either, so no shooting back at archers.
Of course, the whole time the combat is going, the librarian gets in the way as it runs around trying to get books out of the way as it pleads with everyone to stop fighting in the library. LOL
"Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms." With the third arm, he can shoot and reload while holding a pistol in his other two hands. So, while I was envisioning three guns firing, two with "reload-hand" will still be cool. For some reason, I had it stuck in my head that two-weapon fighting was only melee. Thanks for enlightening me. I'll definitely pick that up. Thanks for all the cool suggestions!
"Thus goblin Alch 2 Gunslinger N-2." Pardon my ignorance, but what's the "N" in "N-2"? I played around with it a little and found the Gunchemist. What I came up with may not be very effective. As I said, I've never played either of these classes and I'm not feeling well, but here's what I have. STR 8
1st level: Alchemist- Gun Chemist (Feat: Rapid Reload)
For his formulae (or spells or extracts... I'm mixing it up, I know), definitely taking Shield and Expeditious Retreat. I'll give him a high acrobatics and make him a mobile shooter. I envision him using three pistols, but the vestigial arm doesn't give him another attack, so that'll be his reload arm. LOL
Feel free to poke holes in what I've done for the reasons I gave above.
So, I'm sitting home at night, down with Covid and a little medicated... I had a mental image of a 3-armed goblin gunslinger. I don't think you can get a third arm unless you mess around with your body and I think Alchemist can get do that.
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